

Is There Some Reason Folks Still Chain Fire Lrm5S ?!
#1
Posted 24 April 2016 - 08:09 AM
#2
Posted 24 April 2016 - 08:16 AM
Dee Eight, on 24 April 2016 - 08:09 AM, said:
There are several reasons.
1) AMS is uncommon at best.
2) Chainfiring 6 LRM5's (or similar combination) results in a constant stream of missile impacts that blind the target
3) Firing two groups of 3 requires two weapon groups, which may or may not be available (in terms of easily managable firing buttons that can be properly mixed with other weapon groups), AND needs the timing of the second group firing to be correct to avoid ghost heat.
My Mad Dog brawler is 5LRM5/1LRM10, 5 ERSL. It's heat neutral firing either weapon type, but it's a brawler first and foremost. Chainfiring those LRM's means my target can never see or target my huge, vulnerable side torsos effectively, even if he moves inside the effective range for doing damage. At 200m, that means 20+ DPS output that I can sustain for a very long time, with precision from the lasers 25pt alpha and the chained small launchers all impacting the torso. I just chain or group fire, then - I group when there's massed AMS (because eating the heat penalty is worth maximizing my damage:ton of ammo) and otherwise I always chainfire to disrupt.
#3
Posted 24 April 2016 - 08:48 AM
2. It makes the targeted pilot crazy.. but least it cause some (lot of) disturb..
3. The ammo holds longer.. (longer fun + longer pain for the target)
4. Instead of 1, you have 3 possibility to steal the Killing Blow...
5. It eats much more Red-AMS ammo..
Etc..
But, trully, it is mostly "Point 1".. and it is above all a preference of playstyle...
Ye,..it is not the best way to cause top damage... But.... ahh.. nvm..
Edited by Sky Hawk, 24 April 2016 - 08:48 AM.
#4
Posted 24 April 2016 - 08:55 AM
Sky Hawk, on 24 April 2016 - 08:48 AM, said:
2. It makes the targeted pilot crazy.. but least it cause some (lot of) disturb..
3. The ammo holds longer.. (longer fun + longer pain for the target)
4. Instead of 1, you have 3 possibility to steal the Killing Blow...
5. It eats much more Red-AMS ammo..
Etc..
But, trully, it is mostly "Point 1".. and it is above all a preference of playstyle...
Ye,..it is not the best way to cause top damage... But.... ahh.. nvm..
Errr, chainfired LRM's are going to cause the same damage.
The choice CAN be made via "playstyle" (wow that's nebulous) but it SHOULD be made tactically.
* So long as you're maximizing weapon firing rates (6xLRM5, for example) you're not losing DPS unless you're firing through AMS.
* If chained, the blinding effect is extremely valuable, particularly when your target is trying to fire at you (or a friendly, for that matter).
* Group fired penetrates AMS better.
* 2x3 is a good way middle ground, penetrating AMS better than chained, but requires two inputs to use and some timing; could be tough if you're also firing other weapons and such.
Ammo usage is identical if you're not being bad, so that's not a concern. Consuming more red-team AMS ammo is kind of silly, too - they get more AMS ammo/ton than you get LRM ammo/ton, that's a bad trade.
Edited by Wintersdark, 24 April 2016 - 08:56 AM.
#5
Posted 24 April 2016 - 09:32 AM

The only drawback is that AMS (really you who hate lrms should invest in this) eats a single lrm 5 cluster to breakfast. Launching two lrm5 clusters or 1 lrm 10 cluster overwhelm one AMS.
#6
Posted 24 April 2016 - 09:48 AM
I don't use LRMs but I've been hit with chain fire LRMs and it's annoying as hell, getting hit by multiple chain firing LRM boats is hell if you are caught in the open. Happen to be once on Grim Plexus, tried to cross the frozen lake to get to better coven when a constant LRMs suddenly from the opposite end of the hill started to hit me and never stopped. I couldn't even see where I was going, let alone make it to cover.
#7
Posted 24 April 2016 - 10:11 AM

#8
Posted 25 April 2016 - 01:43 AM
The downside is having to be careful about friendly fire so I try to engage unengaged targets. I was told off for using my LRMs on a light mech ;which I can understand. I usually target heavy & Assault mechs & while it's akin to sandpapering the armour off the mech it is effective.
Rarely am I called to alpha strike an opponent but when I do it leaves me with some heat to play with but takes me quite high. The alpha strike is usually devastating late on into a game.6 LRMs & 5 ER Medium Lasers are at best a mixed bag of fortune but it allows me to brawl & support during the game.Some of the highest game scores I've gotten are by combining fire of both weapon systems, which means i'm almost red lining all the time but it does help the team.
#9
Posted 30 April 2016 - 03:47 AM
#10
Posted 30 April 2016 - 04:39 AM
#11
Posted 30 April 2016 - 05:02 AM
It is sunday morning and coffee hasn't kicked in yet. I am not yet able to aim with lazors nor can I lead a target for AC's. But I do can press ma shivering fingers on the mousebutton for them Lurms.
#12
Posted 30 April 2016 - 05:42 AM
Dee Eight, on 24 April 2016 - 08:09 AM, said:
1. For the sh*ts and giggles
2. If you're not actually hiding behind a rock 800m behind your team waiting for red triangles, it can be terrifyingly effective. Find a friendly brawl mech, follow it, fire on the the mech it's fighting and do not stop until the enemy is dead. Watch chat light up with RAGE. profit.
#13
Posted 06 May 2016 - 04:46 PM
We did it and chain fire LRMs actually IMPROVES accuracy/hits on target when they move at faster speeds.
Whoever advocates for ALWAYS group or alfa will have lower results.
LRMs is just like any other weapon, hell you can line of sight behind corner and rocks and flush enemy out IF used properly.
There are many a reason to either chain or group fire, especially IF you swap between CLAN and IS often.

#14
Posted 11 May 2016 - 09:18 AM
#16
Posted 12 May 2016 - 11:02 PM

#17
Posted 14 May 2016 - 07:26 AM
Tordin, on 24 April 2016 - 09:32 AM, said:
Only true for IS LRMs. CLRM of any launcher size will get eaten alive by an AMS, 1 AMS : 1 Launcher for CLRM for 80-100% immunity.
@OP: It's more for blinding the target. If there are AMS users in the area or if the target is likely to run and hide quickly, then firing all as a wave is a better idea.
#18
Posted 14 May 2016 - 07:54 AM
knightsljx, on 30 April 2016 - 05:42 AM, said:
1. For the sh*ts and giggles
2. If you're not actually hiding behind a rock 800m behind your team waiting for red triangles, it can be terrifyingly effective. Find a friendly brawl mech, follow it, fire on the the mech it's fighting and do not stop until the enemy is dead. Watch chat light up with RAGE. profit.
My LURMDog, 5xERSL and lots of LRM5's, is 100% a brawling mech. I'll follow close behind the brawlers, aiming for a 200m engagement distance in the second rank. Fire over friendly mechs, use the arm lasers to the sides. This allows more fire density in a restricted area, a 20+ sustained DPS output, and constant cockpit shake on the target.
It's highly, highly mobile play maintaining good positioning and getting good firing angles without smacking friendlies, but it allows way more damage output from our team in a close quarters brawl. It's extremely, extremely effective.
#19
Posted 14 May 2016 - 08:00 AM
Tordin, on 24 April 2016 - 09:32 AM, said:

The only drawback is that AMS (really you who hate lrms should invest in this) eats a single lrm 5 cluster to breakfast. Launching two lrm5 clusters or 1 lrm 10 cluster overwhelm one AMS.
Overwhelming it is fine, that AMS is still reducing incoming damage by a significant portion. AMS doesn't need to fully block LRM's to be effective. Each AMS unit tends to reduce incoming damage by ~2.5 dps, rounding down (By that, I mean 1 AMS will reduce incoming damage by 2, 2 AMS will reduce it by 5 - this because one leaves partially damaged missiles(still full damage) that 2 will destroy.
But just knocking off a portion of the damage makes an inefficient weapon system even less efficient. That's not bad.
#20
Posted 16 May 2016 - 02:32 PM
mogs01gt, on 12 May 2016 - 07:01 AM, said:
Actually did not know this.
I resisted for so long, but what made me do it was watching a friendly MDD circle an enemy brawling atlas at 200m whilst pouring a constant stream of LRM-5s into him. The Atlas couldn't handle it. It was so elegant and terrifying, and it really looked like a Vulture circling its debilitated, decaying prey.
Also for all of the other reasons noted above.
And I find it cuts down on wasted ammo. If you are firing for psychic effect (ie, for the sole purpose of glaring klaxons), then it is better to cut the stream at 2 LRM5s than to waste all 6 in an alpha.
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